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      <title>Michael Silverman</title>
      <link>http://interactive.usc.edu/members/msilverman/</link>
      <description></description>
      <language>en-us</language>
      <copyright>Copyright 2009</copyright>
      <lastBuildDate>Sat, 18 Jul 2009 10:51:58 -0800</lastBuildDate>
      <generator>http://www.sixapart.com/movabletype/</generator>
      <docs>http://blogs.law.harvard.edu/tech/rss</docs> 

            <item>
         <title>Welcome First Years!</title>
         <description><![CDATA[Hello First Years, Welcome to the BLOGOSPHERE!

I feel the following may thematically sum up your experience here:
<a href="http://www.youtube.com/watch?v=LNVYWJOEy9A">
<img alt="adventuretime-1.jpg" src="http://interactive.usc.edu/members/msilverman/adventuretime-1.jpg" width="320" height="240" />
</a>
That is, this is the beginning of your adventure time! (Click picture or hit the jump for video.)

<strong>Update:</strong> Behind most of the things I like there's a story about an interesting artist. <a href="http://www.buenothebear.com/">Here is "Adventure Time's" creator's website.</a>]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/welcome_first_years.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/welcome_first_years.html</guid>
        
        
         <pubDate>Sat, 18 Jul 2009 10:51:58 -0800</pubDate>
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            <item>
         <title>First Batch of Breath Screen Shots</title>
         <description><![CDATA[<img alt="breath.png" src="http://interactive.usc.edu/members/msilverman/breath.png" width="618" height="435" />
]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/first_batch_of_breath_screen_s.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/first_batch_of_breath_screen_s.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Breath</category>
        
        
         <pubDate>Tue, 14 Jul 2009 01:26:34 -0800</pubDate>
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            <item>
         <title>FIGHT ON - IGF 2010</title>
         <description><![CDATA[<a href="http://www.igf.com/2009/07/2010_independent_games_festiva_1.html"><img alt="igf2010dan.jpg" src="http://interactive.usc.edu/members/msilverman/igf2010dan.jpg" width="200" height="200" /></a>

I cannot stress how important it is to get your work showcased outside of the USC community. The IGF is the best way.

FIGHT ON!

(Also, I have chosen the shirtless man version of the IGF logo due to comical value. Sorry Erik!)]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/fight_on_igf_2010.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/fight_on_igf_2010.html</guid>
        
        
         <pubDate>Mon, 13 Jul 2009 09:54:39 -0800</pubDate>
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            <item>
         <title>WHO DO YOU THINK I AM???</title>
         <description><![CDATA[In case you never met me, or didn't take the time to get to know me, I'll let you know that my favorite thing of all time is Gurren Lagann:

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Why do I love Gurren Lagann? Because it was the first time I saw someone put my spirit into a work of fiction. When faced with the impossible task, the infinitely powerful force, the enemy that lords over everyone like a king telling us what our limitations are, and asked if I would give up the only response is:

WHO THE HELL DO YOU THINK I AM?!?!

Now I have some work to do... I may not be posting for a bit, but I think it will be worth it!]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/who_the_hell_do_you_think_i_am.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/who_the_hell_do_you_think_i_am.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Source Material</category>
        
        
         <pubDate>Sun, 12 Jul 2009 23:41:19 -0800</pubDate>
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            <item>
         <title>Sergei Rachmaninoff</title>
         <description><![CDATA[I don't really have a game this works with, but I want to keep the link:

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/xAPyJUXscrk&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xAPyJUXscrk&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>

Bad Ass Pianist Sergei Rachmaninoff's Piano Concerto no 2 Op. 18 Moderato!

'Nuff Said.]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/sergei_rachmaninoff.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/sergei_rachmaninoff.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Source Material</category>
        
        
         <pubDate>Mon, 06 Jul 2009 22:18:03 -0800</pubDate>
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            <item>
         <title>Wanted: Artist who can explain sky art.</title>
         <description><![CDATA[Basically, skies, cities, and terrain represent a huge part of the setting for a game about affecting a society. I'm looking for anyone who can explain how to make a 3D game version of the following environment. (Basically its a "sky box" question that has a lot to do with palette.)

<img alt="vlcsnap-3610141.png" src="http://interactive.usc.edu/members/msilverman/vlcsnap-3610141.png" width="640" height="480" />


]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/wanted_artist_who_can_explain.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/wanted_artist_who_can_explain.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Source Material</category>
        
        
         <pubDate>Mon, 06 Jul 2009 00:51:17 -0800</pubDate>
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            <item>
         <title>He&apos;s Beginning to Belive</title>
         <description><![CDATA[<img alt="B2_Debug.png" src="http://interactive.usc.edu/members/msilverman/B2_Debug.png" width="640" height="335" />
]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/hes_beginning_to_belive.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/hes_beginning_to_belive.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Breath</category>
        
        
         <pubDate>Sat, 04 Jul 2009 18:27:46 -0800</pubDate>
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            <item>
         <title>The Mighty Atom</title>
         <description><![CDATA[<a href="http://kotaku.com/5306348/new-astro-boy-game-new-screens-new-impressions/gallery/">Kotaku's article</a> inspired me to post about one of my favorite heroes:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/D4HVYZhohGw&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/D4HVYZhohGw&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Astro Boy's sharp insights about human nature combined with his intellect, power, and a general sense of discrimination about his uniqueness make for a compelling show. Black and white somehow seems more fitting, though I may feel that way because I saw the black and white version first. 

Doing an IP crossover justice is a formidable design challenge, but a worthwhile one. The cost of failure is only a mediocre work. I hope this game meets its mark!]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/the_mighty_atom.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/the_mighty_atom.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Source Material</category>
        
        
         <pubDate>Thu, 02 Jul 2009 16:51:26 -0800</pubDate>
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            <item>
         <title>Broken but slightly interesting.</title>
         <description><![CDATA[Debugging screenshot:

<img alt="B1_WIP.png" src="http://interactive.usc.edu/members/msilverman/B1_WIP.png" width="640" height="353" />


]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/07/work_in_progress.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/07/work_in_progress.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Breath</category>
        
        
         <pubDate>Wed, 01 Jul 2009 03:24:13 -0800</pubDate>
      </item>
            <item>
         <title>GOTW - Grow Game</title>
         <description><![CDATA[This time a classic fun flash game, "Grow Game." I replayed this recently because of the narrative structure. You can play the game and watch an interesting story unfold in many different ways without feeling personally at fault for bad endings because the middle sections are completed by autonomous agents. The "AI" is simply an animation, but if it were procedurally controlled... well, its an interesting thought.

<a href="http://www.eyezmaze.com/eyezblog_en/blog/2005/09/grow_cube.html#monster"><img alt="grow.png" src="http://interactive.usc.edu/members/msilverman/grow.png" width="550" height="146" /></a>
]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/06/gotw_grow_game.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/06/gotw_grow_game.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Game Of The Week</category>
        
        
         <pubDate>Tue, 30 Jun 2009 01:55:03 -0800</pubDate>
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            <item>
         <title>Painkiller, FPS&apos;es, and Space.</title>
         <description><![CDATA[Charlie Silver, incoming IMD undergrad has a <a href="http://www.gamasutra.com/blogs/CharlieSilver/20090627/2151/FPS_Find_Protected_Spot__How_spacing_is_important_to_the_shooting_genre.php">featured post over at Gamasutra about Painkiller</a>.

I think he is talking about a couple of underexploited areas in game design. For one, space is too rarely used as a meaningful gameplay mechanic. Also, few games use intelligent agents, not necessarily as better killing machines, but to impart a feeling on the player. Interesting stuff Charlie.]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/06/painkiller_fpses_and_space.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/06/painkiller_fpses_and_space.html</guid>
        
        
         <pubDate>Sun, 28 Jun 2009 10:53:09 -0800</pubDate>
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         <title>More Time Lapse</title>
         <description><![CDATA[<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/97-7rWfQd5E&hl=en&fs=1&rel=0&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/97-7rWfQd5E&hl=en&fs=1&rel=0&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

These time lapses are really making an impact on my design sensibilities. There is an inherent play to affecting a society over time. It has an implicit underlying narrative structure. The city is intrinsically tied to space, time, and humanity.
]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/06/more_time_lapse.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/06/more_time_lapse.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Source Material</category>
        
        
         <pubDate>Fri, 26 Jun 2009 15:35:55 -0800</pubDate>
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            <item>
         <title>City Source Material</title>
         <description><![CDATA[I've recently become much more interested in societies, cities, and simulation in general. I'm currently of the belief that by focusing on simulating a real world phenomenon, it will let me express my artistic POV in a meaningful and worthwhile way. 

First off we have a lovely fluid animation:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/-AiLyQWXjIg&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/-AiLyQWXjIg&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/06/city_source_material.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/06/city_source_material.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Source Material</category>
        
        
         <pubDate>Fri, 26 Jun 2009 04:17:46 -0800</pubDate>
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            <item>
         <title>Prototype:Star D</title>
         <description><![CDATA[The goal here is to figure out how to stop the dots from reaching the center of the star.

<object width="300" height="300"><param name="movie" value="StarD"><embed src="http://www.silverwaregames.com/Diamond.swf" width="300" height="300"></embed></object>

Keep in mind that this prototype is more the core mechanic "toy" instead of a full fledged game. (No win state, they just keep re-spawning) When it was time to make the plunge and start designing the enemy system and so on I had a "why?" moment.]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/06/prototypestar_d.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/06/prototypestar_d.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Rapid Prototype</category>
        
        
         <pubDate>Mon, 22 Jun 2009 01:17:11 -0800</pubDate>
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         <title>GOTW A-Train</title>
         <description><![CDATA[This GOTW is in honor of father's day. One of my earlier gaming memories was playing "A-Train" with my dad back on our old machine. It was published in the states in 1992, but it was first released even further back in Japan under the title: "A Ressha de Ikou" -> "Take the A-Train"

<a href="http://www.abandonia.com/en/games/855/A-Train.html"><img alt="ATRAIN.jpg" src="http://interactive.usc.edu/members/msilverman/ATRAIN.jpg" width="550" height="100" /></a>

(<a href="http://en.wikipedia.org/wiki/A-Train">Image and facts via Wikipedia</a>) You can get the game to run on a DOS emulator, and I recommend it. It still holds its own as a well designed piece.


<strong>Studio:</strong> Artdink </a>

<strong>Format:</strong> <a href="http://www.abandonia.com/en/games/855/A-Train.html">PC, 1 Player, DOS - Emulator version here.</a>

<strong>Core Mechanic:</strong> Build and operate a railroad which indirectly causes urban growth.

<strong>Control:</strong> 3rd person isometric via HUD.
]]></description>
         <link>http://interactive.usc.edu/members/msilverman/2009/06/gotw_atrain.html</link>
         <guid>http://interactive.usc.edu/members/msilverman/2009/06/gotw_atrain.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Game Of The Week</category>
        
        
         <pubDate>Sun, 21 Jun 2009 23:50:23 -0800</pubDate>
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